Method for controlling computer, recording medium and computer

ABSTRACT

Provided is a method for controlling a computer progressing a game played at the same time by a plurality of players divided on a plurality of maps, the method including the steps of allowing each of the plurality of players to select any one of the plurality of maps, progressing the game on maps selected respectively by the plurality of players in response to instructions from the plurality of players, and reflecting, in a display of a first map selected by a first player, game progress caused by a second player having selected a second map different from the first map.

CROSS REFERENCE TO RELATED APPLICATION

This application is a new U.S. patent application that claims benefit ofJP 2013-264634, filed on Dec. 20, 2013, and JP 2014-123677, filed onJun. 16, 2014. The entire contents of JP 2013-264634 and JP 2014-123677are hereby incorporated by reference.

TECHNICAL FIELD

This invention relates to a method for controlling a computer, arecording medium and a computer.

BACKGROUND

In recent years, games have become commonplace which are played byinstalling a game program on a portable device from a server via acommunication network. Such games include games in which two or moreplayers can participate (so-called “social games”). There are games inwhich players cannot only battle against or help each other, but alsocommunicate with each other.

In a portable device such as a smartphone, a communication environmentand device specifications are more limited than a PC and the like, andtherefore a data amount transferable among devices of two or moreplayers and the number of objects drawable in a single device at thesame time are limited. Therefore, in a game for portable devices, thenumber of players playable in the same game space at the same time islimited, differently from an online game referred to as MMO (MassivelyMultiplayer Online) where a large number of players connect to a serverfrom devices such as PCs and the like.

As a device addressing such hardware limitations, Japanese Laid-openPatent Publication No. 2010-125222 (hereinafter, referred to as PatentLiterature 1), for example, describes a game device, in which even arelatively small-scale hardware configuration such as a portable gamedevice and the like can achieve game performance similarly to a networkgame. The game of Patent Literature 1 is a stand-alone type gameprogressing independently of other game devices, but in this game,mutual communication connection between an own game device and othergame devices makes it possible to transfer game progress information.Therefore, in the game of Patent Literature 1, similarly to a networkgame, game progress of another game devices can be reflected in gameprogress of the own game device.

Further, “Clash of Clans”<URL:http://en.wikipedia.org/wiki/Clash_of_Clans> (hereinafter, referredto as Non-Patent Literature 1) describes an online game for portabledevices, in which an object is arranged in a game space by an operationof a player and the object autonomously operates. In the game ofNon-Patent Literature 1, players battle against each other on aone-to-one basis, differently from MMO where a large number of playerscan play a game on a wide range of single field map at the same time.

SUMMARY

In a game where two or more players are mutually communicable,preferably, a large number of players can play in the same game space atthe same time. However, as described above, in a portable device, acommunication environment and device specifications are limited, andtherefore in order for a large number of players to be able to play agame at the same time, for example, as described in Non-PatentLiterature 1, it is necessary to limit the number of objects arrangeableby each player. Setting such a limitation makes a game uninterestingcompared with the game of Non-Patent Literature 1, even when the numberof players playable in the same game space increases.

In order for a large number of players to become playable in the samegame space even with limitations of device specifications and the like,it is conceivable that a game space is configured with a combination ofsmall maps, and two or more groups each including a small number ofplayers are allowed to play on maps different from each other. In MMOwhere such limitations of device specifications and the like arenon-problematic, it is unnecessary to purposely disperse players ontotwo or more maps to capture these maps at the same time, but in a gamefor portable devices, it is necessary to disperse two or more playersbeing playing at the same time onto two or more maps. However, in thiscase, each player captures a single limited map and therefore, it isdifficult that players located on maps different from each otherprogress the game in cooperation with each other, and it is difficult toachieve a feeling of unity where the same game is being played.

Thereupon, an object of the invention is to provide a method forcontrolling a computer, a recording medium and a computer that achieve agame in which two or more players who are divided on two or more mapsand play at the same time can cooperate with each other with a feelingof unity.

Provided is a method for controlling a computer progressing a gameplayed at the same time by a plurality of players divided on a pluralityof maps, the method including the steps of allowing each of theplurality of players to select any one of the plurality of maps,progressing the game on maps selected respectively by the plurality ofplayers in response to instructions from the plurality of players, andreflecting, in a display of a first map selected by a first player, gameprogress caused by a second player having selected a second mapdifferent from the first map.

Preferably, in the above method, in the step of reflecting, the computerreflects, in the display, game progress on a second map adjacent to thefirst map selected by the first player.

Preferably, in the above method, in the step of reflecting, the computerchanges an image based on whether or not the second player has capturedthe second map.

Preferably, in the above method, in the step of reflecting, the computerchanges the display in a stepwise manner according to a degree ofcapture of the second map by the second player.

Preferably, in the above method, in the step of reflecting, the computerreflects the game progress on the second map in an edge of the first mapselected by the first player.

Preferably, in the above method, in the step of progressing, thecomputer progresses the game by arranging an object on the first mapselected by the first player in response to an instruction from thefirst player, each of the plurality of maps includes an area where theobject is arrangeable and an area where the object is not arrangeable,and in the step of reflecting, the computer reflects the game progresson the second map in at least a part of the area where the object is notarrangeable on the first map selected by the first player.

Preferably, in the above method, in the step of progressing, thecomputer allows the first player to issues an instruction for arrangingan object in a larger area on the first map, in response to reflecting,in the display of the first map selected by the first player, the gameprogress caused by the second player having selected the second mapdifferent from the first map.

Preferably, in the above method, in the step of allowing the players toselect the maps, with respect to each of the plurality of maps, theplayers to select the maps, the computer sets an upper limit for thenumber of players able to select the map.

Preferably, in the above method, in the step of allowing the players toselect the maps, the computer limits maps selectable by each of theplurality of players among the plurality of maps according to the gameprogress.

Preferably, the above method further includes reporting, in response toan instruction from one player, game progress in a map selected byanother player to the one player.

Provided is a non-transitory computer-readable recording medium havingrecorded thereon a program for controlling a computer progressing a gameplayed at the same time by a plurality of players divided on a pluralityof maps, the program causing the computer to execute a process, theprocess including the steps of allowing each of the plurality of playersto select any one of the plurality of maps, progressing the game on mapsselected respectively by the plurality of players in response toinstructions from the plurality of players, and reflecting, in a displayof a first map selected by a first player, game progress caused by asecond player having selected a second map different from the first map.

Provided is a computer progressing a game played at the same time by aplurality of players divided on a plurality of maps, the computerincluding a selection control unit that allows each of the plurality ofplayers to select any one of the plurality of maps, a progress controlunit that progresses the game on maps selected respectively by theplurality of players in response to instructions from the plurality ofplayers, and a progress reflection unit that reflects, in a display of afirst map selected by a first player, game progress caused by a secondplayer having selected a second map different from the first map.

The above method, recording medium and computer make it possible toachieve a game in which two or more players who are divided on two ormore maps and play at the same time can cooperate with each other with afeeling of unity.

BRIEF DESCRIPTION OF THE DRAWINGS

Other features and advantages of the present invention will be apparentfrom the ensuing description, taken in conjunction with the accompanyingdrawings, in which:

FIG. 1 illustrates one example of a schematic configuration of a gamesystem 1;

FIG. 2 illustrates one example of a schematic configuration of theportable device 2;

FIG. 3A to FIG. 3C are views each illustrating one example of a datastructure of various types of tables stored in the device storage unit22;

FIG. 4 is a view illustrating one example of an entire map 100;

FIG. 5 is a view illustrating one example of a map selection screen 400;

FIG. 6A is a view illustrating one example of a game progress screen500;

FIG. 6B is a view for illustrating a configuration of an individual map;

FIG. 7A to FIG. 8B are views each illustrating one example of changes ofa display in the display area 530 for a battle situation;

FIG. 9 illustrates one example of a schematic configuration of theserver 3;

FIG. 10A to FIG. 10E are views each illustrating one example of a datastructure of various types of tables stored in the server storage unit32; and

FIG. 11 is a sequence view illustrating an operational example of theportable device 2 and the server 3.

DESCRIPTION

Hereinafter, with reference to the drawings, a method for controlling acomputer, a recording medium, and a computer will be described. Itshould be noted that the technical scope of the present invention is notlimited to embodiments of the invention, but covers the inventiondescribed in the claims and its equivalent.

This computer allows two or more players to select any one of two ormore maps to disperse the players on the maps, and progresses a game inresponse to instructions from the players. The players each capture themap selected by them, and thereby cooperate with each other to captureenemy bases in the game space configured by the maps. Then, thiscomputer reflects, in a display of each map selected by each of theplayers, game progress caused by another player having selected anothermap. For example, when a first player selects a first map and a secondplayer selects a second map, a result that the second player hascaptured the second map is reflected in a display of the first map wherethe first player is playing. Thereby, this computer allows each playerto grasp game progress in another map, and therefore, allows two or moreplayers to play the game cooperatively with a feeling of unity.

The computer may be a server, a portable device, or a desktop device, aslong as it can execute the above processing.

As one example of a game achieved by the computer, a real time strategygame in which two or more players arrange a large number of objects suchas soldiers and the like on each own map and then capture an enemyterritory will be described below. However, the game of the presentinvention is not limited by any specific game when being a game playedat the same time by two or more players divided on a plurality of maps.Further, the object refers to a digital content arranged (drawn) in agame space and may be not only a soldier but also another character inthe game, a facility arranged in the game space, a card, a figure, anavatar, an item, or the like.

Further, hereinafter, two or more maps configuring a game space will bereferred to as “individual maps” and an entire game space configured bycombining two or more individual maps will be referred to as an “entiremap”.

FIG. 1 illustrates one example of a schematic configuration of a gamesystem 1. The game system 1 includes at least one portable device 2 anda server 3.

The portable device 2 is operated by a player. The server 3 controls theprogress of the game that is played by two or more players on theirportable devices 2. The portable device 2 and the server 3 are connectedto each other via a communication network including a base station 4, amobile communication network 5, a gateway 6, and the Internet 7, forexample. A program to be executed by the portable device 2 (e.g., a gameprogram) and a program to be executed by the server 3 (e.g., a gamecontrol program) communicate with each other by using a communicationprotocol such as User Datagram Protocol (UDP), Hypertext TransferProtocol (HTTP) and Transport Control Protocol (TCP). In particular,while the game progresses, the portable device 2 and the server 3communicate with each other all the time via a communication network.

While a multifunctional mobile phone (a so-called “smartphone”) may beassumed as the portable device 2, the present invention is not limitedto this. The portable device 2 may be, for example, a mobile phone (aso-called “feature phone”), a personal digital assistant (PDA), aportable game machine, a portable music player, a tablet PC, a notebookPC, a wearable computer, or the like, as long as the present inventionis applicable thereto.

FIG. 2 illustrates one example of a schematic configuration of theportable device 2. The portable device 2 includes a device communicationunit 21, a device storage unit 22, an operation unit 23, a display unit24, and a device processing unit 25.

The device communication unit 21 includes a communication interfacecircuit including an antenna having a sensitivity band in apredetermined frequency band, and connects the portable device 2 to awireless communication network. The device communication unit 21establishes a communication link with the base station 4 by LTE (LongTerm Evolution), Code Division Multiple Access (CDMA) or the like via achannel to be assigned by the base station 4, and communicates with thebase station 4. The device communication unit 21 sends data suppliedfrom the device processing unit 25 to the server 3 or the like. Thedevice communication unit 21 supplies the data received from the server3 or the like to the device processing unit 25.

The device storage unit 22 includes a semiconductor memory, for example.The device storage unit 22 stores an operating system program, a driverprogram, an application program, data, and the like, used for processingin the device processing unit 25. For example, as the driver program,the device storage unit 22 stores an input device driver program forcontrolling the operation unit 23 and an output device driver programfor controlling the display unit 24. As the application program, thedevice storage unit 22 stores a game program and the like forprogressing the game and displaying the result thereof. As the data, thedevice storage unit 22 stores device IDs for identifying the portabledevices 2, player IDs for identifying players, an entire map table (FIG.3A) for managing an entire map, individual map tables (FIG. 3B) formanaging the individual maps configuring the entire map, a soldier table(FIG. 3C) for managing friendly soldiers and the like used by players,and image data, video data and the like relating to objects of enemycharacters and friendly soldiers, and the like. Further, the devicestorage unit 22 may store temporary data relating to predeterminedprocessing.

FIG. 3A to FIG. 3C are views each illustrating one example of a datastructure of various types of tables stored in the device storage unit22.

FIG. 3A illustrates one example of the entire map table. With respect toeach individual map configuring the entire map, the entire map tablestores an individual map ID for identifying the individual map, a filename of image data, an arrangement position on the entire map, a levelindicating the difficulty degree of capture, a player ID of a playerbeing playing thereon, whether the individual map has already beencaptured, and the like.

In this game, it is assumed that the entire map is configured in a gridpattern, each individual map is arranged in any one of the grids, and alocation of the individual map is expressed using coordinates of a gridwhere, for example, the upper left of the entire map is designated asthe origin. However, the entire map may be configured not only in a gridpattern but also in any form.

FIG. 3B illustrates one example of the individual map table. Theindividual map table is prepared for each individual map. A singleindividual map table stores, with respect to each enemy characterarranged in the individual map, an enemy character ID for identifyingthe enemy character, a type, a file name of corresponding image data, alevel indicating the strength of the enemy character, an arrangementposition on the individual map, and the like. The enemy character may benot only an enemy soldier or the like but also a wall, a building, orthe like placed in an enemy territory.

In this game, it is assumed that the individual map is also configuredin a grid pattern, each enemy character is arranged in any one of thegrids, and a location of the enemy character is expressed usingcoordinates of a grid where, for example, the upper left of theindividual map is designated as the origin. However, the individual mapmay be configured not only in a grid pattern but also in any form.

FIG. 3C illustrates one example of the soldier table. With respect toeach soldier, the soldier table stores a soldier ID for identifying thesoldier, a file name of corresponding image data, a level indicating thestrength of the soldier, and the like.

The operation unit 23 may be any device capable of operating theportable device 2, for example, a touch panel, a key button or the like.The player can input letters, numbers, symbols, and the like by usingthe operation unit 23. When operated by the player, the operation unit23 generates a signal corresponding to the operation. The generatedsignal is supplied to the device processing unit 25 as a command fromthe player.

The display unit 24 may be any device capable of displaying a video, animage, and the like, for example, a liquid crystal display, an organicelectro-luminescence (EL) display, and the like. The display unit 24 maybe integrated with the operation unit 23 by using a liquid crystal touchpanel display, for example. The display unit 24 displays a video, animage, and the like, corresponding to video data and image data suppliedfrom the device processing unit 25.

The device processing unit 25 includes one or more processors and theirperipheral circuits. The device processing unit 25 is, for example, acentral processing unit (CPU), and integrally controls an overalloperation of the portable device 2. The device processing unit 25controls operations of the device communication unit 21, the displayunit 24, and the like, so that various types of processing of theportable device 2 are executed in an appropriate order in accordancewith the programs stored in the device storage unit 22, the operation ofthe operation unit 23, and the like. The device processing unit 25executes processing based on the programs (the operating system program,the driver program, the application program, and the like) stored in thedevice storage unit 22. The device processing unit 25 can executemultiple programs (application programs, and the like) in parallel.

FIG. 4 to FIG. 8B are views each illustrating one example of an entiremap, individual maps, and a display screen of the portable device 2regarding a game provided by the game system 1. With reference to FIG. 4to FIG. 8B, an outline of this game will be described below.

FIG. 4 is a view illustrating one example of an entire map 100. In theexample of FIG. 4, the entire map 100 includes thirteen individual mapsA to M. Each of the individual maps A to M corresponds to an enemy baseand in particular, the individual map G corresponds to a center base 110of the enemy. Each player selects an individual map in order from theedge of the entire map 100 and battles against an enemy character in theindividual map to capture each individual map. The final target of theplayers is to capture the center base 110 of the enemy.

In this game, the enemy is an NPC (Non-Player Character) and is operatedby a computer (the portable device 2 and/or the server 3). When, forexample, the center base 110 is captured within a time limit, theplayers win, and when the center base 110 is unable to be capturedwithin the time limit, the players lose. This time limit may be aspecific time range such as from what time to what time on what day andthe like. It is possible that the number of individual maps configuringenemy bases is increased or decreased or the combination of individualmaps is changed to change a difficulty degree of the game.

Further, in this game, each player participating in the game isallocated to any one of two or more groups. The respective groups areassociated with entire maps different from each other. Then, two or moreplayers belonging to the same group share a single entire map includingtwo or more individual maps. It is also possible that a single group isassociated with two or more entire maps and players select any one ofthe entire maps associated with their own group.

Alternatively, the game provided by the game system 1 may be a gamewhere players can battle against each other. In this case, it ispossible that two or more players belonging to the same group battleagainst each other in the entire map of the group, or two or moreplayers belonging to one group and two or more players belonging to theother group battle in a common entire map.

In the game provided by the game system 1, each player is not allowed toselect an arbitrary individual map from the beginning, and a certainlimitation in selection order of individual maps is set. It is assumedthat when, for example, all individual maps adjacent vertically andhorizontally have not been captured, the center individual map isunselectable. Further, an individual map selectable at the game start isassumed to be only ones in contact with an outer circumference of theentire map 100. For example, in the example of FIG. 4, at the gamestart, of the individual maps A to M, the individual maps C, F, G, H,and K are unselectable. Then, when an outermost single individual maphas been captured, an individual map of the inside adjacent to thecaptured individual map becomes also selectable. When, for example, acertain player has captured the individual map B, the individual maps Cand F become newly selectable. To capture the center base 110, playersneed to capture (destroy) individual maps in order from an outermostindividual map.

FIG. 5 is a view illustrating one example of a map selection screen 400.The map selection screen 400 is displayed in the portable device 2 ofeach player at the game start time or when each player has captured asingle individual map. Each player can select any one of the individualmaps A to M on the map selection screen 400 within the above-describedlimitation range.

The entire map 100 is displayed on the map selection screen 400 andfurther, on the entire map 100, the number of players in each individualmap is displayed using humanoid icons 401. Then, when, for example, aplayer selects (e.g., taps) any one of selectable individual maps, animage 402 of the individual map, an image 403 of a player beingparticipating in a battle in the individual map, a “battle” button 404,and a “watch” button 405 are displayed.

In this game, two or more players can participate in a battle in asingle individual map at the same time. However, for the number ofplayers able to participate in a battle in a single individual map atthe same time, an upper limit such as four and the like is set. Thisupper limit may be different for each individual map.

When an individual map where the number of players being participatingin a battle is less than four is selected, a player having executed theselection operation can participate in a battle in the individual map byselecting the “battle” button 404 in the map selection screen 400. Onthe other hand, regarding an individual map where the number ofparticipants has already reached four, the “battle” button 404 isunselectable by the player. Even when the number of players has reachedfour once in a given individual map, when any one of the players leavesthe individual map and the number of participants results in less thanfour, another player can participate newly in a battle in the individualmap.

Further, when a player selects the “watch” button 405, a game progressscreen in the target individual map similar to one in FIG. 6A to bedescribed later is displayed. In this game progress screen, the playerhaving selected the “watch” button 405 can confirm details of a battlesituation such as the numbers of soldiers on the player side and enemycharacters present in the individual map, which one of the player andthe enemy characters is dominant in the individual map, and the like.Since the “watch” button 405 is provided, a player considering in whichindividual map the player participates in a battle or a player havinghad no chance of participating in a battle in a given individual map dueto a limitation on the number of players can confirm a battle situationin the target individual map. The game progress screen displayed by the“watch” button 405 is one example of a screen in which, in response toan instruction from one player, game progress in an individual mapselected by another player is reported to the one player.

FIG. 6A is a view illustrating one example of a game progress screen500. Further, FIG. 6B is a view for illustrating a configuration of anindividual map. The game progress screen 500 displays an appearancewhere a single entire individual map is viewed obliquely. Eachindividual map includes a building placement area 510, a soldierarrangement area 520, and a display area 530 for a battle situation.

The building placement area 510 is an area where buildings of the enemybase are placed and enemy characters exist. On the game progress screen500 of FIG. 6A, buildings 502 to 506 of the enemy base are arranged inthe building placement area 510. Further, in the building placement area510, enemy characters, not illustrated, are also arranged.

The soldier arrangement area 520 is an area where a soldier isarrangeable, for example, via tapping executed by a player. A soldier isnot arrangeable in the building placement area 510 or the display area530 for a battle situation, and is arrangeable only in the soldierarrangement area 520. Each player being participating in a battlearranges an object such as a friendly soldier and the like on thesoldier arrangement area 520, and thereby, defeats enemy characters anddestroys the buildings 502 to 506 of the enemy base. Then, when, forexample, an enemy territory of at least a predetermined percentage suchas 50% and the like can be destroyed within a time limit, the capture ofthe individual map succeeds, resulting in a win for the player.Conversely, the enemy territory of at least the predetermined percentagehas been unable to be destroyed within the time limit or enemycharacters have defeated all the soldiers of the player side, thecapture of the individual map fails, resulting in a defeat for theplayer. Regarding the number of soldiers arrangeable by each player atthe same time on the soldier arrangement area 520, an upper limit is setwithin a range of a drawing limitation according to devicespecifications.

The display area 530 for a battle situation is an area for displaying abattle result or a battle situation (game progress) of another player onanother adjacent individual map. Each player can affect directly theprogress of the game via an own operation for an individual map selectedby himself/herself, but is unable to affect directly the progress of thegame via the own operation for an individual map other than the selectedindividual map. A display of the display area 530 for a battle situationin the portable device 2 of each player is changed according to theprogress of the game in another individual map unable to be directlyaffected by himself/herself.

FIG. 7A to FIG. 8B are views each illustrating one example of changes ofa display in the display area 530 for a battle situation.

FIG. 7A illustrates the game progress screen 500 displayed in theportable device 2 of a player present in an individual map G includingthe center base 110. In this example, it is assumed that individual mapsC, F, and H adjacent in an upper direction and a horizontal directionhave not been captured yet by any player and that only an individual mapK adjacent in a lower direction has already been captured. Reflectingthis situation, the game progress screen 500 of the player of theindividual map G displays walls 531 in the display areas 530 for abattle situation of the upper direction and the horizontal direction,and displays a destroyed wall 532 in the display area 530 for a battlesituation of the lower direction. In this case, the player of theindividual map G can arrange a soldier only in an area 521 of the lowerdirection, which is attackable through the destroyed wall 532, in thesoldier arrangement area 520, for example.

FIG. 7B illustrates the game progress screen 500 of the player presentin the individual map G at the time when another player has captured theindividual map C. When another player captures the individual map Cwhile the player of the individual map G plays, reflecting thissituation, in the game progress screen 500 of the player of theindividual map G, the wall 531 having been located in the display area530 for a battle situation of the upper direction is changed to thedestroyed wall 532. Thereby, the player of the individual map G cannewly arrange a soldier also in an area 522 of the upper direction inthe soldier arrangement area 520, for example.

FIG. 8A illustrates another example of the game progress screen 500displayed in the portable device 2 of a player present in the individualmap G. In this example, it is assumed that the individual maps C and Fadjacent in an upper direction and a left direction, respectively, havenot been captured yet by any player and that the individual maps H and Kadjacent in a right direction and a lower direction, respectively, havealready been captured. Reflecting this situation, the game progressscreen 500 of the player of the individual map G displays cannons 533 ofthe enemy in the display area 530 for a battle situation of the upperdirection and the left direction. In this case, the player of theindividual map G can arrange a soldier only in the area 521 of the lowerdirection and an area 523 of the right direction, which are unattackableby the cannons 533, in the soldier arrangement area 520, for example.

FIG. 8B illustrates the game progress screen 500 of a player present inthe individual map G at the time when another player has captured theindividual map F. When another player captures the individual map Fwhile the player of the individual map G plays, reflecting thissituation, in the game progress screen 500 of the player of theindividual map G, the cannons 533 having been located in the displayarea 530 for a battle situation of the left direction are changed todestroyed cannons 534. Thereby, the player of the individual map G cannewly arrange a soldier also in a soldier arrangement area 524 of theleft direction in the soldier arrangement area 520, for example.

Such changes of the display in the display area 530 for a battlesituation are preferably performed in real time, but a time differenceto some extent is allowable. Since the display of the display area 530for a battle situation is changed, each player can grasp, while playingthe game in an individual map selected by himself/herself, a battleresult or a battle situation of another player in another individualmap. Then, when, for example, the individual maps C, F, H, and Kadjacent vertically and horizontally are captured, the buildingplacement area 510 including the center base 110 becomes attackable fromdirections of these individual maps. Therefore, the player present inthe individual map G can determine more accurately where soldiers arearranged and therefore, can attack the center base 110 moreadvantageously through cooperation with a player of an adjacentindividual map.

It is possible to reflect a battle result or a battle-situation of anadjacent individual map in the display area 530 for a battle situationnot only in the individual map G of the center base 110 but also in allthe individual maps A to M. Alternatively, it is possible to reflect thebattle result or the battle-situation of the adjacent individual map inthe display area 530 for a battle situation only in a specificindividual map.

To achieve the above functions, the device processing unit 25 includes agame progress unit 251, a screen preparation unit 252, a map selectionunit 253, an object arrangement unit 254, and a display control unit255. Each of these units is a functional module achieved by a programexecuted by a processor included in the device processing unit 25.Alternatively, each of these units may be implemented in the portabledevice 2 as firmware.

The game progress unit 251 is one example of a progress control unit forstarting a game on a map selected by each player and progressing thegame in response to instructions of two or more players.

In response to an operation of a player, the game progress unit 251causes the device communication unit 21 to transmit a request for aselection screen including a player ID of the player and/or a device IDof the portable device 2 to the server 3. In response thereto, whenreceiving display data for a selection screen from the server 3 via thedevice communication unit 21, the game progress unit 251 instructs thescreen preparation unit 252 to prepare the map selection screen 400. Thedisplay data for a selection screen includes an individual map ID andplayer IDs of players being participating in a battle in the individualmap. The game progress unit 251 stores these pieces of information inthe entire map table.

Further, when a player issues an instruction for selecting an individualmap on the map selection screen 400 via the operation unit 23, the gameprogress unit 251 instructs the map selection unit 253 to executeprocessing.

Further, when a player selects the “battle” button 404 for a certainindividual map, the game progress unit 251 causes the devicecommunication unit 21 to transmit a game start request including aplayer ID of the player, a device ID of the portable device 2, and thetarget individual map ID to the server 3. In response thereto, whenreceiving a game start instruction from the server 3 via the devicecommunication unit 21, the game progress unit 251 instructs the screenpreparation unit 252 to prepare the game progress screen 500.

Further, when a player selects the “watch” button 405 for a certainindividual map, the game progress unit 251 causes the devicecommunication unit 21 to transmit a request for displaying a mapincluding a player ID of the player and/or a device ID of the portabledevice 2 and the target individual map ID to the server 3. In responsethereto, when receiving map display data from the server 3 via thedevice communication unit 21, the game progress unit 251 instructs thescreen preparation unit 252 to prepare the game progress screen 500. Themap display data includes information regarding soldier IDs of soldiersand enemy character IDs of enemy characters and the like currentlyarranged in the target individual map and arrangement positions thereof.

Further, when a player being participating in a battle in an individualmap issues an instruction for arranging a soldier on the game progressscreen 500 via the operation unit 23, the game progress unit 251 causesthe device communication unit 21 to transmit a request for arranging anobject including a soldier ID of the soldier selected by the player andan arrangement position thereof to the server 3. Further, when receivingan instruction for arranging an object from the server 3 via the devicecommunication unit 21, the game progress unit 251 instructs the objectarrangement unit 254 to arrange the object.

Further, when receiving an instruction for reflecting a battle situationfrom the server 3 via the device communication unit 21 while the gameprogress screen 500 is displayed, the game progress unit 251 instructsthe display control unit 255 to update the game progress screen 500.Further, when receiving an end-of-game notice from the server 3 via thedevice communication unit 21 while a player participates in a battle inan individual map, the game progress unit 251 ends the battle. When aninstruction for reflecting a battle situation indicating that anotherindividual map has been captured is received or the own individual maphas been captured, the game progress unit 251 reflects the fact that thetarget individual map has been captured also in the entire map table.

Further, the game progress unit 251 periodically executes transmissionand reception of Ping with the server 3, and measures a latency(communication delay) upon communication of the portable device 2 withthe server 3. Then, the game progress unit 251 transmits the measurementresult to the server 3.

The screen preparation unit 252 prepares display data of the mapselection screen 400 and the game progress screen 500 in response toinstructions issued by the game progress unit 251, and outputs theprepared display data to the display unit 24.

When the game progress unit 251 receives display data for a selectionscreen from the server 3, the screen preparation unit 252 extracts anindividual map ID and a player ID corresponding to the individual mapthat are included in the display data for a selection screen. Then, thescreen preparation unit 252 refers to the entire map table using theextracted individual map ID as a key, and determines a location of thetarget individual map on the entire map. Further, the screen preparationunit 252 acquires image data of the entire map stored in the devicestorage unit 22, and prepares display data of the map selection screen400 where the icons 401 for the number of extracted players are arrangedin the location of the target individual map on the entire map.

Further, when the game progress unit 251 receives a game startinstruction from the server 3, the screen preparation unit 252 refers tothe entire map table using an individual map ID included in the gamestart instruction as a key and extracts an image file name of the targetindividual map. Further, from the individual map table of the targetindividual map, the screen preparation unit 252 extracts enemy characterIDs, image file names, and arrangement positions of respective enemycharacters and the like arranged on the individual map. Then, the screenpreparation unit 252 acquires image data of the individual map and ofthe enemy characters and the like corresponding to the extracted imagefile names from the device storage unit 22. Then, the screen preparationunit 252 arranges the image data of the enemy characters and the like onthe image data of the individual map in accordance with the extractedarrangement positions, and prepares display data of the game progressscreen 500.

Further, when the game progress unit 251 receives map display data fromthe server 3, the screen preparation unit 252 extracts soldier IDs,enemy character IDs, and arrangement positions included in the mapdisplay data. Then, from the soldier table and the individual map tableof the target individual map, the screen preparation unit 252 extractsimage file names of the soldiers, the enemy characters and the likearranged on the individual map. Then, the screen preparation unit 252acquires image data of the individual map, the soldiers, and the enemycharacters and the like corresponding to the extracted image file namesfrom the device storage unit 22. Then, the screen preparation unit 252arranges the image data of the soldiers, the enemy characters and thelike on the image data of the individual map in accordance with theextracted arrangement positions to prepare display data of the gameprogress screen 500.

The map selection unit 253 is one example of a selection control unitthat allows each player to select any one of two or more maps. When aplayer issues an instruction for selecting an individual map on the mapselection screen 400 via the operation unit 23, the map selection unit253 acquires the image 402 of the individual map, the image 403 of aplayer being participating in a battle in the individual map, and imagesof the “battle” button 404 and the “watch” button 405 from the devicestorage unit 22. Then, the map selection unit 253 prepares display datawhere these images are arranged on the map selection screen 400, andoutputs the prepared display data to the display unit 24.

However, when the number of players being participating in a battle inthe selected individual map has reached an upper limit, the mapselection unit 253 causes the “battle” button 404 to be in a gray outstate or the like to allow the “battle” button 404 to be unselectable byany player. On the other hand, when the number of players beingparticipating in the battle in the selected individual map has notreached the upper limit, the map selection unit 253 receives a selectionof the “battle” button 404 executed by a player.

Further, the map selection unit 253 limits individual maps selectable byeach player according to game progress. When, for example, allindividual maps adjacent to a selected individual map vertically andhorizontally have not been captured and also the selected individual mapis not in contact with an outer circumference of the entire map 100, themap selection unit 253 causes the “battle” button 404 to be in a grayout state or the like to allow the “battle” button 404 to beunselectable by any player. On the other hand, when any one or all ofthe individual maps adjacent to the selected individual map verticallyand horizontally have been captured or the selected individual map is incontact with an outer circumference of the entire map 100, the mapselection unit 253 receives a selection of the “battle” button 404executed by a player.

Regarding the “watch” button 405, the map selection unit 253 receives aselection executed by a player for any individual map.

The object arrangement unit 254 extracts, when the game progress unit251 receives an instruction for arranging an object including a soldierID and an arrangement position of the soldier from the server 3, animage file name corresponding to the soldier ID from the soldier table.Then, the object arrangement unit 254 acquires image data of the soldiercorresponding to the extracted image file name from the device storageunit 22, configures the game progress screen 500 where the image data ofthe soldier is arranged in the arrangement position on the targetindividual map, and outputs the configured screen to the display unit24.

Further, when receiving, from the server 3, an instruction foreliminating an object according to the fact that, for example, anysoldier or enemy character has been defeated in a battle betweenfriendly soldiers and enemy characters, the object arrangement unit 254eliminates the corresponding object from the game progress screen 500.

The display control unit 255 is one example of a progress reflectionunit that reflects, in a display of a first individual map selected by aplayer, game progress caused by another player having selected a secondindividual map different from the first individual map. When the gameprogress unit 251 receives an instruction for reflecting a battlesituation from the server 3 while the game progress screen 500 isdisplayed, the display control unit 255 reflects, in the game progressscreen 500, game progress in an individual map included in theinstruction. This instruction for reflecting a battle situation istransmitted from the server 3 when, for example, another player hascaptured a second individual map adjacent to a first individual mapdisplayed on the game progress screen 500.

The display control unit 255 extracts an individual map ID included inthe instruction for reflecting a battle situation received by the gameprogress unit 251, refers to the entire map table, and then determines apositional relationship between an individual map corresponding to theindividual map ID and the individual map being displayed. Then, thedisplay control unit 255 prepares display data where, of four displayareas 530 for a battle situation being displayed in four corners of thegame progress screen 500, a display of one closest to the individual mapnotified in accordance with the instruction for reflecting a battlesituation is changed. For example, as illustrated in FIG. 7A to FIG. 8B,the display control unit 255 prepares display data where the wall 531 orcannon 533 having been displayed in the target display area 530 for abattle situation is changed to the destroyed wall 532 or cannon 534.Thereby, the display control unit 255 reflects the fact that anotherplayer has captured the individual map notified in accordance with theinstruction for reflecting a battle situation, in a display of the gameprogress screen 500.

In this manner, the display control unit 255 reflects game progress onanother individual map in the display area 530 for a battle situationthat is an edge of an individual map. In other words, the displaycontrol unit 255 reflects game progress on a second individual map in atleast a part of an area where an object such as a soldier and the likeis not arrangeable on a first individual map selected by a player.

When an instruction for reflecting a battle situation is notified fromthe server 3 according to the fact that another player has capturedanother individual map, the display control unit 255 changes a displayof a wall or the like of the display area 530 for a battle situation ina corresponding direction to a display of a destroyed wall or the like.Alternatively, when an instruction for reflecting a battle situation isnotified in a stepwise manner from the server 3 according to a degree ofcapture (a battle-situation such as 20% destroyed, 50% destroyed, 80%destroyed, and the like) of another individual map by another player,the display control unit 255 may change a display of the display area530 for a battle situation in a stepwise manner according to the degreeof capture.

FIG. 9 illustrates one example of a schematic configuration of theserver 3. The server 3 includes a server communication unit 31, a serverstorage unit 32, and a server processing unit 33.

The server communication unit 31 includes a communication interfacecircuit for connecting the server 3 to the Internet 7, and communicateswith the Internet 7. The server communication unit 31 supplies datareceived from the portable device 2 or the like to the server processingunit 33. The server communication unit 31 sends data supplied from theserver processing unit 33 to the portable device 2 or the like.

The server storage unit 32 includes at least one of a magnetic tapedevice, a magnetic disk device, a flash memory, and an optical diskdevice, for example. The server storage unit 32 stores an operatingsystem program, a driver program, an application program, data, and thelike, used for processing in the server processing unit 33. For example,as the application program, the server storage unit 32 stores a gamecontrol program and the like for controlling arrangement and operationof objects. As the data, the server storage unit 32 stores an entire maptable (FIG. 10A) for managing an entire map, individual map tables (FIG.10B) for managing individual maps configuring the entire map, a soldiertable (FIG. 10C) for managing friendly soldiers and the like used byplayers, a player table (FIG. 10D) for managing the players, a devicetable (FIG. 10E) for managing the portable devices 2 used by theplayers, and image data, video data and the like relating to objects ofenemy characters and friendly soldiers, and the like. Further, theserver storage unit 32 may store temporary data relating topredetermined processing.

FIG. 10A to FIG. 10E are views each illustrating one example of a datastructure of various types of tables stored in the server storage unit32.

FIG. 10A illustrates one example of the entire map table. Similarly tothe table illustrated in FIG. 3A, with respect to each individual mapconfiguring the entire map, the entire map table stores an individualmap ID, an image file name, a position, a level, a player ID of a playerbeing playing thereon, whether the individual map has already beencaptured, and the like.

FIG. 10B illustrates one example of the individual map table. Theindividual map table is prepared for each individual map. Similarly tothe table illustrated in FIG. 3B, a single individual map table stores,with respect to each enemy character arranged in the individual map, anenemy character ID, a type, an image file name, a level, a position, andthe like.

FIG. 10C illustrates one example of the soldier table. Similarly to thetable illustrated in FIG. 3C, with respect to each soldier, the soldiertable stores a soldier ID, an image file name, a level of the soldier,and the like.

FIG. 10D illustrates one example of the player table. With respect toeach player registered in the game system 1, the player table stores aplayer ID, a name and a level of the player, soldier IDs and the numberof soldiers possessed by the player, and the like.

FIG. 10E illustrates one example of the device table. With respect toeach player registered in the game system 1, the device table stores adevice ID of the portable device 2 used by the player, a player ID, alatency upon communication of the portable device 2 with the server 3,and the like.

In the game system 1, the device storage unit 22 and the server storageunit 32 store the same entire map table, individual map tables, andsoldier table, as illustrated in FIG. 3A to FIG. 3C and FIG. 10A to FIG.10E. However, if the device processing unit 25 inquires the informationof these tables of the server 3 as necessary, these tables may be storedonly in the server storage unit 32.

The server processing unit 33 includes one or more processors and theirperipheral circuits. The server processing unit 33 is, for example, aCPU, and integrally controls an overall operation of the server 3. Theserver processing unit 33 controls an operation of the servercommunication unit 31 or the like so that various types of processing ofthe server 3 are executed in an appropriate order in accordance with theprograms stored in the server storage unit 32. The server processingunit 33 executes processing based on the programs stored in the serverstorage unit 32 (the operating system program, the driver program, theapplication program, and the like). The server processing unit 33 canexecute the multiple programs (the application program, and the like) inparallel.

The server processing unit 33 includes a game control unit 331, a startcontrol unit 332, an object control unit 333, and a screen-changeinstruction unit 334. Each of these units is a functional moduleachieved by a program to be executed by a processor included in theserver processing unit 33. Alternatively, each of these units may beimplemented in the server 3 as firmware.

When receiving a request for a selection screen from the portable device2 via the server communication unit 31, the game control unit 331 refersto the entire map table stored in the server storage unit 32 andextracts, with respect to each individual map, the individual map ID andplayer IDs of players being participating in a battle in the individualmap. Then, the game control unit 331 transmits display data for aselection screen including the extracted individual map ID and theextracted player IDs corresponding to the individual map to the portabledevice 2 that is the source of the request for a selection screen viathe server communication unit 31.

Further, when receiving a game start request for an individual map fromthe portable device 2 via the server communication unit 31, the gamecontrol unit 331 instructs the start control unit 332 to executeprocessing.

Further, when receiving a request for displaying a map from the portabledevice 2 via the server communication unit 31, the game control unit 331transmits map display data including information of soldier IDs ofsoldiers and enemy character IDs of enemy characters and the likecurrently arranged on the target individual map and information of thesearrangement positions to the portable device 2 that is the source of therequest for displaying a map via the server communication unit 31. Thegame control unit 331 stores a player ID of the player havingtransmitted the request for displaying a map in a column of the targetindividual map in the entire map table.

Further, when receiving a request for arranging an object from theportable device 2 via the server communication unit 31, the game controlunit 331 instructs the object control unit 333 to execute processing.

Further, the game control unit 331 determines whether or not playersbeing participating in a battle have destroyed an enemy territory of atleast a predetermined percentage within a time limit with respect toeach individual map. When the enemy territory of at least thepredetermined percentage has been destroyed within the time limit, thegame control unit 331 transmits an end-of-game notice indicating thatthe players have won to the portable devices 2 of all the playersbattling in the same individual map or watching the same individual map.At that time, the game control unit 331 instructs the screen-changeinstruction unit 334 to execute processing, and also reflects the factthat the target individual map has been captured in the entire maptable. Conversely, when the enemy territory of at least thepredetermined percentage has not been destroyed within the time limit orthe enemy characters have defeated all the soldiers of the player side,the game control unit 331 transmits an end-of-game notice indicatingthat the players have lost to the portable devices 2 of the targetplayers.

Further, the game control unit 331 periodically receives latencyinformation from each portable device 2, and stores the information inthe device table of the server storage unit 32.

The start control unit 332 executes, when the game control unit 331receives game start requests for the same individual map from theportable devices 2 of two or more players, an adjustment so that theseportable devices 2 and the server 3 start the game at substantially thesame timing. At that time, the start control unit 332 refers to thedevice table using device IDs included in the game start requests askeys, and determines a time point after elapse of a period of timelonger than latencies of the respective target portable devices 2 as agame start time. When, for example, receiving game start requests forthe same individual map from the portable device 2 having a latency of50 ms and the portable device 2 having a latency of 100 ms, the startcontrol unit 332 determines a time after an elapse of 200 ms from thepresent time point as a game start time. Then, the start control unit332 transmits a game start instruction including the target player IDs,the individual map ID, and the determined start time to the respectiveportable devices 2 that are the sources of the game start requests viathe server communication unit 31. The start control unit 332 starts thegame after the determined start time, and each portable device 2 havingreceived the game start instruction starts the game after a timeobtained by subtracting each own latency from the notified start time.Further, the start control unit 332 adds the player IDs of the playershaving participated in the battle for the target individual map in theentire map table.

The object control unit 333 executes, when the game control unit 331receives a request for arranging an object from the portable device 2,an adjustment so as to arrange the object (soldier) at substantially thesame time in the portable devices 2 of the respective players battlingin the same individual map or watching the same individual map. At thattime, the object control unit 333 refers to the entire map table, andthen extracts player IDs of all the players battling in or watching thesame individual map as the player having transmitted the request forarranging an object. Then, the object control unit 333 refers to thedevice table, and then determines a time point after elapse of a periodof time longer than latencies of the respective portable devices 2corresponding to the respective extracted players IDs as an arrangementtime of the requested object. When, for example, latencies of theportable devices 2 of two players battling in the same individual map orwatching the same individual map are 50 ms and 100 ms, the objectcontrol unit 333 determines a time after an elapse of 200 ms from thepresent time point as an arrangement time of the requested object.

Further, the object control unit 333 extracts a soldier ID and anarrangement position of the soldier included in the request forarranging an object. Then, the object control unit 333 transmits, viathe server communication unit 31, an instruction for arranging an objectincluding the target soldier ID, the arrangement position, and thedetermined arrangement time to the portable devices 2 of the respectiveplayers battling in or watching the same individual map as the playerhaving transmitted the request for arranging an object. The objectcontrol unit 333 arranges the target soldier after the determinedarrangement time, and the respective portable devices 2 having receivedthe instruction arrange the target soldier after a time obtained bysubtracting each own latency from the notified arrangement time.

Further, the object control unit 333 controls operations of objectscurrently arranged on each individual map. To this end, the objectcontrol unit 333 calculates a move destination (a new arrangementposition) associated with an elapse of time at constant time intervals,with respect to all the objects currently arranged on each individualmap. Then, the object control unit 333 transmits an instruction forarranging an object including a soldier ID of each soldier, an enemycharacter ID of each enemy character, and new arrangement positionsthereof to the portable devices 2 of all the players battling in thesame individual map or watching the same individual map via the servercommunication unit 31.

Further, the object control unit 333 determines whether or not, forexample, any soldier has been defeated in a battle between friendlysoldiers and enemy characters. Then, when any soldier has been defeated,an instruction for eliminating the soldier from the game progress screen500 is included in the instruction for arranging an object.

The screen-change instruction unit 334 refers to the entire map tablewhen a given individual map has been captured, and extracts anindividual map ID of an individual map adjacent to the capturedindividual map and player IDs of players battling in or watching theadjacent individual map. Then, the screen-change instruction unit 334transmits an instruction for reflecting a battle situation indicatingthat the adjacent individual map has been captured to the portabledevices 2 of the extracted player IDs. The screen-change instructionunit 334 may transmit an instruction for reflecting a battle situationin a stepwise manner to the portable devices 2 of players battling in afirst individual map adjacent to a second individual map or watching thefirst individual map according to not only a time when the secondindividual map has been captured but also a degree of capture of thesecond individual map.

Further, the screen-change instruction unit 334 may transmit aninstruction for reflecting a battle situation to the portable devices 2of players not only battling in another individual map adjacent to thecaptured individual map but also battling in or watching anotherindividual map non-adjacent to (distant by at least two maps from) thecaptured individual map. Thereby, it is possible to reflect a resultthat, for example, a player in a non-adjacent and distant individual maphas dropped a bomb or the like in a display of the display area 530 fora battle situation in the target individual map.

FIG. 11 is a sequence view illustrating an operational example of theportable device 2 and the server 3. An operation of the portable device2 is executed mainly by the device processing unit 25 in cooperationwith each element of the portable device 2, based on a programpreviously stored in the device storage unit 22. Further, an operationof the server 3 is executed mainly by the server processing unit 33 incooperation with each element of the server 3, based on a programpreviously stored in the server storage unit 32. In FIG. 11, portabledevices of two players A and B battling in the same individual map orwatching the same individual map are expressed as portable devices 2Aand 2B, respectively, and a portable device of a player C battling inanother individual map adjacent to the individual map or watching theindividual map is expressed as a portable device 2C.

Initially, the portable device 2A transmits a request for a selectionscreen to the server 3 in response to an operation executed by theplayer A (step S1). In response thereto, the server 3 transmits displaydata for a selection screen to the portable device 2A (step S2), and theportable device 2A displays the map selection screen 400 in the displayunit 24 based on the received display data for a selection screen (stepS3). Also between the portable device 2B and the server 3, a request fora selection screen and display data for a selection screen aretransferred in the same manner, and the map selection screen 400 isdisplayed also in the display unit 24 of the portable device 2B (stepsS4 to S6).

Then, when the players A and B select the same individual map on the mapselection screen 400 displayed in each of the own portable devices 2Aand 2B and operate the “battle” button 404, the portable devices 2A and2B each transmit a game start request to the server 3 (steps S7 and S8).Then, in the server 3, the start control unit 332 determines a timing ofstarting the game based on latencies of the portable devices 2A and 2B(step S9). Then, the server 3 transmits a game start instructionincluding information of the start time of the game to the portabledevices 2A and 2B (steps S10 and S11).

Thereby, the portable devices 2A and 2B and the server 3 progress thegame regarding the target individual map in accordance with instructionsfrom the players A and B (steps S12 to S14). When the player A issues aninstruction for arranging a soldier on the game progress screen 500, theportable device 2A transmits a request for arranging an object to theserver 3 (step S15). Then, in the server 3, the object control unit 333determines a timing of arranging the object (soldier) based on thelatencies of the portable devices 2A and 2B (step S16). Then, the server3 transmits an instruction for arranging an object including informationof the arrangement time of the object to the portable devices 2A and 2B(steps S17 and S18). Thereafter, the portable devices 2A and 2B and theserver 3 still progress the game regarding the target individual map inaccordance with instructions from the players A and B (steps S19 toS21).

Then, when the players A and B capture the target individual map, theserver 3 transmits an end-of-game notice to the portable devices 2A and2B (steps S22 and S23). On the other hand, in another individual mapadjacent to the target individual map, the portable device 2C progressesthe game in accordance with instructions from the player C (step S24).The server 3 transmits an instruction for reflecting a battle situationindicating that the individual map of the players A and B has beencaptured to the portable device 2C of the player C whose individual mapadjacent to the individual map of the players A and B (step S25).Thereby, in order to reflect game progress that the individual map ofthe players A and B has been captured, the portable device 2C changes adisplay of the display area 530 for a battle situation in the gameprogress screen 500 (step S26). With the above, an operation forreflecting game progress caused by a player having selected a certainindividual map in a display of an individual map of another player ends.

As having been described above, in the game provided by the game system1, when, for example, a first player selects a first map and a secondplayer selects a second map, a result that the second player hascaptured the second map is reflected in a display of the first map wherethe first player is playing. Thereby, in the game system 1, each playercan grasp game progress in another map and therefore, two or moreplayers can play the game cooperatively with a feeling of unity.

In the above description, a level indicating a difficulty degree ofcapture of each individual map was described as one predetermined in theentire map table, but a difficulty degree of capture of a centerindividual map is changeable according to the fact whether or notindividual maps adjacent vertically and horizontally have been captured.As, for example, of four individual maps adjacent vertically andhorizontally, the number of uncaptured maps is large, a difficultydegree of capture of the center individual map may be increased. In thiscase, as game progress methods, various tactical operations areconceivable including advantageously progressing a battle in the centerbase 110 by capturing individual maps of a circumference of the centerbase 110 over time and quickly capturing the center base 110 by linearlymoving from the edge of the entire map. Therefore, the game can beallowed to be profound.

Further, according to a level of a player being participating in abattle in a single individual map, a difficulty degree of capture of theindividual map is changeable. For example, as the level of the player ishigh, an area of the individual map may be further increased or anappearing enemy character may be further strengthened to increase adifficulty degree of capture of the individual map.

Further, on the map selection screen 400 or the game progress screen500, a difficulty degree of capture of each individual map may bedisplayed, or the difficulty degree may not be displayed. With a displayof the difficulty degree, each player can consider an order of selectingindividual maps in such a manner that, for example, capturing isexecuted in order from a simpler one to a more difficult one. Therefore,the presence and absence of a display of a difficulty degree make itpossible to provide different game performances.

Alternatively, it is possible that when capturing each individual map, aplayer wins an item. In this case, it is possible to change the types ornumber of items to be won for each individual map. Further, it ispossible to clearly indicate what item can be won in which individualmap to a player. This makes it possible to provide to the player apleasure of planning tactical operations for attacking an enemy base viaany route, resulting in a possibility of enhancement of game interest.

A computer program for causing a computer to execute the respectivefunctions of the device processing unit 25 and the server processingunit 33 may be provided in a form recorded on a non-transitorycomputer-readable recording medium such as a semiconductor recordingmedium, a magnetic recording medium and an optical recording medium, andmay be installed on the device storage unit 22 and the server storageunit 32 from the recording medium by using a known set-up program andthe like.

The preceding description has been presented only to illustrate anddescribe exemplary embodiments of the present invention. It is notintended to be exhaustive or to limit the invention to any precise formdisclosed. It will be understood by those skilled in the art thatvarious changes may be made and equivalents may be substituted forelements thereof without departing from the scope of the invention. Inaddition, many modifications may be made to adapt a particular situationor material to the teachings of the invention without departing from theessential scope. Therefore, it is intended that the invention not belimited to the particular embodiment disclosed as the best modecontemplated for carrying out this invention, but that the inventionwill include all embodiments falling within the scope of the claims. Theinvention may be practiced otherwise than is specifically explained andillustrated without departing from its spirit or scope.

1. A method for controlling a computer including a storage that storespositional information of a plurality of maps configuring a game spaceand information for identifying players who has selected the respectivemaps, the computer progressing a game played at the same time by aplurality of players divided on the plurality of maps, the methodcomprising the steps of: allowing each of the plurality of players toselect any one of the plurality of maps; progressing the game on mapsselected respectively by the plurality of players in response toinstructions from the plurality of players; and reflecting, in a displayof a first map selected by a first player, game progress caused by asecond player having selected a second map different from the first map,on the basis of a positional relationship between the first map and thesecond map.
 2. The method according to claim 1, wherein, in the step ofreflecting, the computer reflects, in the display, game progress on asecond map adjacent to the first map selected by the first player. 3.The method according to claim 2, wherein, in the step of reflecting, thecomputer changes an image based on whether or not the second player hascaptured the second map.
 4. The method according to claim 3, wherein, inthe step of reflecting, the computer changes the display in a stepwisemanner according to a degree of capture of the second map by the secondplayer.
 5. The method according to claim 1, wherein, in the step ofreflecting, the computer reflects the game progress on the second map inan edge of the first map selected by the first player.
 6. The methodaccording to claim 1, wherein in the step of progressing, the computerprogresses the game by arranging an object on the first map selected bythe first player in response to an instruction from the first player,each of the plurality of maps includes an area where the object isarrangeable and an area where the object is not arrangeable, and in thestep of reflecting, the computer reflects the game progress on thesecond map in at least a part of the area where the object is notarrangeable on the first map selected by the first player.
 7. The methodaccording to claim 6, wherein, in the step of progressing, the computerallows the first player to issues an instruction for arranging an objectin a larger area on the first map, in response to reflecting, in thedisplay of the first map selected by the first player, the game progresscaused by the second player having selected the second map differentfrom the first map.
 8. The method according to claim 1, wherein, in thestep of allowing the players to select the maps, with respect to each ofthe plurality of maps, the players to select the maps, the computer setsan upper limit for the number of players able to select the map.
 9. Themethod according to claim 1, wherein, in the step of allowing theplayers to select the maps, the computer limits maps selectable by eachof the plurality of players among the plurality of maps according to thegame progress.
 10. The method according to claim 1 further comprisingreporting, in response to an instruction from one player, game progressin a map selected by another player to the one player.
 11. Anon-transitory computer-readable recording medium having recordedthereon a program for controlling a computer including a storage thatstores positional information of a plurality of maps configuring a namespace and information for identifying players who has selected therespective maps, the computer progressing a game played at the same timeby a plurality of players divided on the plurality of maps, the programcausing the computer to execute a process, the process comprising thesteps of: allowing each of the plurality of players to select any one ofthe plurality of maps; progressing the game on maps selectedrespectively by the plurality of players in response to instructionsfrom the plurality of players; and reflecting, in a display of a firstmap selected by a first player, game progress caused by a second playerhaving selected a second map different from the first map, on the basisof a positional relationship between the first map and the second map.12. A computer progressing a game played at the same time by a pluralityof players divided on a plurality of maps configuring a game space, thecomputer comprising: a storage that stores positional information of theplurality of maps in the game space and information for identifyingplayers who has selected the respective maps; a selection control unitthat allows each of the plurality of players to select any one of theplurality of maps; a progress control unit that progresses the game onmaps selected respectively by the plurality of players in response toinstructions from the plurality of players; and a progress reflectionunit that reflects, in a display of a first map selected by a firstplayer, game progress caused by a second player having selected a secondmap different from the first map, on the basis of a positionalrelationship between the first map and the second map.